(04-03-2012, 10:51 AM)Dutton Wrote: So today i got a bit curious after reading a post on the forums, and decided to make a small test map. containing a corridor with a metal table and a resized cabinet.

Now what is supposed to happend is that i pickup a key and a grunt will spawn with disabled triggers. and it should play an animation when reaching the first pathnode, which was "run.anm".

The assumption is the thought that the animation parameter will actually do something in practice. Even if we were to assume that the animation at the patrol node feature is implemented, there are still the many animation conditions that the game goes through with the monster, which are listed in the model editor for the grunt type, which could conflict with the desired animation at the patrol node.

In other words, if you want the entity of grunt type to force the run animation, you'll have to edit the walking speeds, possibly the acceleration speeds, walk-to-run speed, etc, of the entity.